R500 has 48 pipelines!

cleeve

Illustrious
Although it's posted by the inquirer, they have a fancy looking diagram to prove it. :p

<A HREF="http://www.theinquirer.org/?article=23524" target="_new">http://www.theinquirer.org/?article=23524</A>

Nifty...



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Yeah it's 3x16.

They were disecting it after the Xbox launch last week.

<A HREF="http://techreport.com/etc/2005q2/xbox360-gpu/index.x?pg=1" target="_new">http://techreport.com/etc/2005q2/xbox360-gpu/index.x?pg=1</A>

<A HREF="http://www.hardocp.com/article.html?art=NzcxLDM=" target="_new">http://www.hardocp.com/article.html?art=NzcxLDM=</A>

<A HREF="http://www.firingsquad.com/features/xbox_360_interview/default.asp" target="_new">http://www.firingsquad.com/features/xbox_360_interview/default.asp</A>

So it can act like 48 pixel pipes 0 vertex, 32+16, 16+32, and probably handy only for Workstations 0+48.

Very cool.

I'm still hoping the R520 is 24+8/8 cause that would allow for heavy pixel pipeline utilisation although it would mean less vertex power than 24+12(or 16) they are currently saying.


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cleeve

Illustrious
Sounds strangely similar to the GeforceFX architechture, doesn't it?

________________
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Actually if you read the ATi outline they make sure you understand it's NOTHING like FX (despite having certain interesting similarities).

I think the unified shader method though is far greater than nv'x 4x1+4x0 design, since this remains true pipeline for each clock cycle, not virtual pipelines, and that they can do both functions while the FX was still all about the pixels, it's a nice concept. I'd love to see the results in the Vertex heavy 3Dmk05 and X2.



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blackphoenix77

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Damn this thing is going to lick balls.

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Xeon

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I'm still hoping the R520 is 24+8/8 cause that would allow for heavy pixel pipeline utilisation although it would mean less vertex power than 24+12(or 16) they are currently saying.
Load balancing I would rather see, that would guarantee getting the best usage of the system resources.

-Jeremy Dach
 
Load Balancing is good, and that's what one would require for flexible design, but the thing that seems to be a bit of a letdown is that the two 'options' getting the most attention are 24+12 (or 24+16) classical design or 24+8/8 new flexible/unified design. Of those two I'd like the additional vertex shaders due to the greater focus being placed on them nowadays. Of course if they'd go 24+12/12 then we get the best of both worlds.


- You need a licence to buy a gun, but they'll sell anyone a stamp <i>(or internet account)</i> ! - <A HREF="http://www.redgreen.com/" target="_new"><font color=green>RED </font color=green> <font color=red> GREEN</font color=red></A> GA to SK :evil: